I’m pretty sure it’s not possible. The UI managing this part is partially hardcoded.
To sum it up briefly, the selection box (the one at the bottom left of the screen if I understood correctly what you’re asking) is a frame containing all the ships “buttons”, but the ship “button” in itself is just a template and the game code populate the frame with the corresponding number of ships “buttons” needed, adding the additionnal data depending of the ships in an hardcoded way.
I’ve looked into the way the “button” is constructed, and there is no mention of a ship name, only shipIcon, shipHealth (the progress bar), and shipCount are present. Even if the hardcoded part of the game is sending this information to the UI and it’s only a problem of a missing UI elements in the UI file, it would be impossible to hook this data without knowing the exact name of the UI element where the game code is sending it.
@BitVenom (Hi by the way, and welcome back here ), would there be a chance that a shipName element is not present in the UI file there, but referenced anyway in the game code ? It’s unlikely I suppose ?
(It’s in the tb_multiselectpanel.lua file for reference)